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Re: Request a Homebrew: Thread 2!
Sorry to say this but
Quote:
The Homebrew Should Be Fairly Small in Scope: Requests should be for homebrew that could be easily contained in one post - asking for a whole new base class or magic system would be a bit too much for this thread. The concept here is really for DMs to request something they expect to use in short order and don't have the time to develop themselves.
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Re: Request a Homebrew: Thread 2!
R 768
I'd like an aquatic race, with a low LA, preferably none. If it can be a magic using race that would be great. A fish-like feel would also be great.
Also if you can find and either link or post a picture it would be appreciated
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Re: Request a Homebrew: Thread 2!
C 768 Any specific fluff? Do you want it based off a specific type of fish? Angler, Puffer, Clown, Shark, Tropical?
Saddly I don't think I'll be able to get a picture though...
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Re: Request a Homebrew: Thread 2!
Quote:
Originally Posted by
Milo v3
C 768 Any specific fluff? Do you want it based off a specific type of fish? Angler, Puffer, Clown, Shark, Tropical?
Saddly I don't think I'll be able to get a picture though...
Maybe an oceanic fish, i'm not too familiar on the types of fishes. I would like them to have a hard time living on land, if they can at all. The world I want them for is heavily controlled by the elements, so making them a Water Elements chosen race to protect the seas would be ok.
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Re: Request a Homebrew: Thread 2!
Quote:
Originally Posted by
Amburst
Maybe an oceanic fish, i'm not too familiar on the types of fishes. I would like them to have a hard time living on land, if they can at all. The world I want them for is heavily controlled by the elements, so making them a Water Elements chosen race to protect the seas would be ok.
Here is a link to what I have so far. I'll add in the rest as soon as possible. Please tell me in the thread if there is anything you want me to change.
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Re: Request a Homebrew: Thread 2!
Quote:
Originally Posted by
miz redavni
I'm looking for a homebrew bass class that's kindda like, well "shadow made real".
(quoted due to lack of a number)
This might be too powerful. I didn't spend a lot of time computing balance.
The Shadowcrafter
When a human is born with a touch of draconic blood, sometimes the result is a sorcerer. When that blood is from a Shadow Dragon, the result can be a little different: a shadowcrafter. The arcane energy is turned in a way that isn't exactly spellcasting, but instead links closely to the plane of shadow.
Level |
BAB |
Fort Save |
Ref Save |
Will Save |
Special |
Shadow Points |
Evocation Reality |
Conjuration Reality |
Max Spell level |
1st |
0 |
0 |
0 |
2 |
Shadow Conjuration, Shadow Tool |
5 |
- |
0 |
0 |
2nd |
1 |
0 |
0 |
3 |
Darkness |
7 |
- |
5 |
0 |
3rd |
1 |
1 |
1 |
3 |
Shadow Evocation |
9 |
0 |
10 |
1 |
4th |
2 |
1 |
1 |
4 |
Hide in Plain Sight |
11 |
5 |
15 |
1 |
5th |
2 |
1 |
1 |
4 |
|
13 |
10 |
20 |
2 |
6th |
3 |
2 |
2 |
5 |
Shadow Magical Weapon +1 |
15 |
15 |
25 |
2 |
7th |
3 |
2 |
2 |
5 |
|
17 |
20 |
30 |
3 |
8th |
4 |
2 |
2 |
6 |
Shadow Jaunt |
19 |
25 |
35 |
3 |
9th |
4 |
3 |
3 |
6 |
|
21 |
30 |
40 |
4 |
10th |
5 |
3 |
3 |
7 |
Summon Shadow |
23 |
35 |
45 |
4 |
11th |
5 |
3 |
3 |
7 |
|
25 |
40 |
50 |
5 |
12th |
6 |
4 |
4 |
8 |
Shadow Stride |
27 |
45 |
55 |
5 |
13th |
6 |
4 |
4 |
8 |
|
29 |
50 |
60 |
6 |
14th |
7 |
4 |
4 |
9 |
Shadow Magical Weapon +2 (adjustable) |
31 |
55 |
65 |
6 |
15th |
7 |
5 |
5 |
9 |
|
33 |
60 |
70 |
7 |
16th |
8 |
5 |
5 |
10 |
Shadow Blink |
35 |
65 |
75 |
7 |
17th |
8 |
5 |
5 |
10 |
|
37 |
70 |
80 |
8 |
18th |
9 |
6 |
6 |
11 |
Summon Greater Shadow |
39 |
75 |
85 |
8 |
19th |
9 |
6 |
6 |
11 |
|
41 |
80 |
90 |
9 |
20th |
10 |
6 |
6 |
12 |
Shadow Creature |
43 |
85 |
95 |
9 |
Hit die: d4
Skills: 2+int
Class skills: Craft (any), Hide, Knowledge(arcana), Knowledge(the planes), Move Silently
Proficiencies: simple weapons and light armor
Shadow Points: A shadowcrafter's ability to shape shadow is finite. Each usage costs shadow points. These points are restored with 8 hours of rest (like a sorcerer's spell slots).
Shadow Conjuration(su): A shadowcrafter can imitate any conjuration from the sor/wiz list up to the "max spell level" for his class level. The reality (see the shadow conjuration spell description) is given in the "conjuration reality" column. The save dc is 10 + imitated spell's level + cha mod. The point cost is the level of the imitated spell.
Shadow Tool(su): A shadowcrafter may form from raw shadow a single non-magical object small enough to lift with one hand. He must make a craft check or the object will be non-functional. The object remains so long as he concentrates on it. This ability costs 1 shadow point.
Darkness(su): A shadowcrafter may use the spell darkness for 2 shadow points.
Shadow Evocation(su): Like shadow conjuration, but for evocations and using the "evocation reality" column. Shadow Evocation cannot be used to create light.
Hide in Plain Sight(su): As shadowdancer
Shadow Magical Weapon +1(su): When a shadowcrafter uses the Shadow Tool power to create a masterwork weapon, he may spend an additional shadow point to make it a +1 weapon.
Shadow Jaunt(su): A shadowcrafter can teleport from a natural shadow to another natural shadow within 50 ft for 2 shadow points as a standard action.
Summon Shadow(su): A shadowcrafter can summon a shadow (the monster) as if by a Summon Nature's Ally spell for 3 shadow points.
Shadow Stride(su): Like Shadow Jaunt, but a move action
Shadow Magical Weapon +2 (adjustable)(su): When using Shadow Magical Weapon, a shadowcrafter may spent one more shadow point to either make a +2 weapon or add an enchantment with a +1 cost (e.g. shocking).
Shadow Blink(su): Like Shadow Jaunt, but a swift action
Summon Greater Shadow(su): Like Summon Shadow, but a Greater Shadow and costs 9 shadow points
Shadow Creature(su): A shadowcrafter at the peek of his art becomes a creature of shadow. He is treated as having the [shadow] subtype when it is beneficial to him. He also may planeshift himself and up to 5 allies to or from the plane of shadow for 1 shadow point.
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Re: Request a Homebrew: Thread 2!
R 679 um i think thats right...
Anyways i would like to request a Sobek-like mortal race.
A crocodilian race with possible la. all i need is crunch thanks!
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Re: Request a Homebrew: Thread 2!
H767
Electiri (plural electirim)
Many outsiders are incarnations of principles: good, evil, mortality. The Electirim are the incarnations of making choices. That may be the most frightening principle of all.
{TABLE]Size/Type:|Large Outsider
Hit Dice:|15d8+105 (165 hp)
Initiative:|+10
Speed:|30 ft (6 squares), fly 60ft(Good)
Armor Class:|44 (-1 size,+10 dex, +19 natural, +6 charisma), touch 25, flat-footed 34
Base Attack/Grapple:|+15/+29
Attack:|halberd +24 melee (2d6+15) or eldritch blast +24 ranged (7d6)
Full Attack:|halberd +24/+19/+14 melee (2d6+15) or eldritch blast +24 ranged (7d6+0)
Space/Reach:|10ft/5ft
Special Attacks:|Spell-like abilities, Halberd
Special Qualities:|Immunity to fire, electricity, acid, cold, petrification and poison, True Seeing, Tongues, Grace
Saves:|Fort +22, Ref +25, Will +19
Abilities:| Str 31, Dex 31, Con 25, Int 18, Wis 18, Cha 22
Skills:|Concentration +25, Diplomacy +24, Intimidate +24, Knowledge (arcana) +22, Knowledge (nature) +22, Knowledge (religion) +22, Knowledge (the planes) +22, Sense Motive +22, Spot +22, Climb +28, Swim +28, Listen +22
Feats:|Power attack, Quicken Spell-like Ability, Combat Expertise, Improved Trip, Improved Disarm,
Environment:|planar boundaries
Organization:|solitary
Challenge Rating:|17
Advancement:|by class level
Level Adjustment:|-
[/TABLE]
Spell-like abilities At will: Heal, Harm, Darkness, Daylight, Shades, Prismatic Sphere, Greater Teleport, Plane Shift
Halberd An Electiri's Halberd is not a physical object, but an extension of its will formed of darkness and light. The Electiri chooses when it interacts with normal matter, so all attacks are touch attacks. Furthermore, the halberd qualifies as magical, good, evil, lawful, chaotic, silver and/or cold iron for overcoming damage reduction. If an Electiri is deprived of his halberd, he can form a new one as a swift action.
True Seeing and Tongues These effects are always active
Grace An Electiri adds his charisma modifier to his AC and all saves.
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Re: Request a Homebrew: Thread 2!
H 679 How does this look?
Kebekra
Racial Traits
- +2 Strength, -2 Dexterity
- Humanoid
- Medium: As Medium creatures, Kebekra have no special bonuses or penalties due to their size.
- Kebekra base land speed is 20 feet.
- A Kebekra has a swim speed of 30 feet. It can move through water at it's swim speed without making Swim checks. It has a +10 racial bonus on any Swim check to perform some action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
- +2 Natural Armor.
- Hold breath: A Kebekra can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning
- Low-Light Vision: Kebekra can see two times as far as a human in starlight, moonlight, torchlight, and similar conditions of low illumination.
- Natural Weapons: Krebekra have a primary bite attack that deals 1d4 points of piercing damage plus Strength bonus.
- Tears of Life (Su): A Kebekra with a Wisdom score of at least 10 also has the following spell-like abilities: 1/day—Bless Water, Create Water, Curse Water. Caster level 1st.
- Automatic Languages: Common and Aquan. Bonus Languages: Draconic, Elven, Gnoll, Gnome, Goblin, Orc, and Sylvan.
- Favored Class: Ranger.
- Level Adjustment: +0.
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Re: Request a Homebrew: Thread 2!
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Re: Request a Homebrew: Thread 2!
R. 780: I'm fairly certain something like this exists somewhere -- but I'm looking for a base class kind of archer that's capable of crafting its own magical arrows with or without actually having magic.
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Re: Request a Homebrew: Thread 2!
Quote:
Originally Posted by
Cute_Riolu
I'm fairly certain something like this exists somewhere -- but I'm looking for a base class kind of archer that's capable of crafting its own magical arrows with or without actually having magic.
Sort of like this? Except I guess as a base class?
Whether or not that's what you meant, I dub you 780
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Re: Request a Homebrew: Thread 2!
Cute_Riolu, please number your request. It should be R. 780.
C. 679: not sure if there is an official crocodile race or not. There may have been one in Dragonlance, but I don't think it's been updated to 3rd edition.
Debby
Edit: sorry didn't change numbers earlier! Comment was for 679 not 780. Doh!
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Re: Request a Homebrew: Thread 2!
Quote:
Originally Posted by
dspeyer
Sort of like
this? Except I guess as a base class?
Whether or not that's what you meant, I dub you
780
Sort of! But I mean using the magic item creation rules. While artificers do make good archers for just that reason, it seems kind of silly that they're the only ones able to really do so effectively.
Quote:
Originally Posted by
Debihuman
Cute_Riolu, please number your request. It should be R. 780.
Debby
My apologies!
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Re: Request a Homebrew: Thread 2!
Quote:
Originally Posted by
Debihuman
C. 780: not sure if there is an official crocodile race or not. There may have been one in Dragonlance, but I don't think it's been updated to 3rd edition.
Debby
He didn't say anything about Crocodiles....
Are you talking about Shadowfirelance's request?
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Re: Request a Homebrew: Thread 2!
C780
It seems like an artificer-style class would turn into an arrows-fired-per-level limit, which wouldn't play very well. Maybe I'm missing something.
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Re: Request a Homebrew: Thread 2!
Quote:
Originally Posted by
Milo v3
He didn't say anything about Crocodiles....
Are you talking about Shadowfirelance's request?
Yep. edited my earlier post so it is correct now.
Quote:
R. 780: I'm fairly certain something like this exists somewhere -- but I'm looking for a base class kind of archer that's capable of crafting its own magical arrows with or without actually having magic.
C. 780. As long as you take Craft Magic Arms and Armor as a feat and can cast the appropriate spells, this is not really an issue. A ranger can do this at 8th level.
Debby
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Re: Request a Homebrew: Thread 2!
Quote:
Originally Posted by
Debihuman
Cute_Riolu, please number your request. It should be R. 780.
C. 679: not sure if there is an official crocodile race or not. There may have been one in Dragonlance, but I don't think it's been updated to 3rd edition.
Debby
Edit: sorry didn't change numbers earlier! Comment was for 679 not 780. Doh!
I made the races traits in this post.
The full race can be seen here.
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Re: Request a Homebrew: Thread 2!
Quote:
Originally Posted by
dspeyer
C780
It seems like an artificer-style class would turn into an arrows-fired-per-level limit, which wouldn't play very well. Maybe I'm missing something.
It's not terribly difficult to get around that -- Splitting, and all that. I'm looking for the massive versatility that the ability to craft magic arrows gives.
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Re: Request a Homebrew: Thread 2!
So if i want somthing i would post R680?
If so then i would ask for a fiendsh half-possessed melee demon
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Re: Request a Homebrew: Thread 2!
Quote:
Originally Posted by
ShadowFireLance
So if i want somthing i would post R680?
If so then i would ask for a Prehistoric non Psionic Mind flayer foucsed on melee.
@ R680: so do you still want the mind blasting/tbrain eating race that is effectivly a devolved mind flayer, or another, totally unliked squid-headed race more focused on melee?
also, any LA?
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Re: Request a Homebrew: Thread 2!
Lotz of la like 4-6 for my game:smallredface:
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Re: Request a Homebrew: Thread 2!
Quote:
Originally Posted by
dspeyer
(quoted due to lack of a number)
This might be too powerful. I didn't spend a lot of time computing balance.
The Shadowcrafter
When a human is born with a touch of draconic blood, sometimes the result is a sorcerer. When that blood is from a Shadow Dragon, the result can be a little different: a shadowcrafter. The arcane energy is turned in a way that isn't exactly spellcasting, but instead links closely to the plane of shadow.
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Shadow Points|Evocation Reality|Conjuration Reality|Max Spell level
1st|0|0|0|2|Shadow Conjuration, Shadow Tool|5|-|0|0
2nd|1|0|0|3|Darkness|7|-|5|0
3rd|1|1|1|3|Shadow Evocation|9|0|10|1
4th|2|1|1|4|Hide in Plain Sight|11|5|15|1
5th|2|1|1|4||13|10|20|2
6th|3|2|2|5|Shadow Magical Weapon +1|15|15|25|2
7th|3|2|2|5||17|20|30|3
8th|4|2|2|6|Shadow Jaunt|19|25|35|3
9th|4|3|3|6||21|30|40|4
10th|5|3|3|7|Summon Shadow|23|35|45|4
11th|5|3|3|7||25|40|50|5
12th|6|4|4|8|Shadow Stride|27|45|55|5
13th|6|4|4|8||29|50|60|6
14th|7|4|4|9|Shadow Magical Weapon +2 (adjustable)|31|55|65|6
15th|7|5|5|9||33|60|70|7
16th|8|5|5|10|Shadow Blink|35|65|75|7
17th|8|5|5|10||37|70|80|8
18th|9|6|6|11|Summon Greater Shadow|39|75|85|8
19th|9|6|6|11||41|80|90|9
20th|10|6|6|12|Shadow Creature|43|85|95|9[/table]
Hit die: d4
Skills: 2+int
Class skills: Craft (any), Hide, Knowledge(arcana), Knowledge(the planes), Move Silently
Proficiencies: simple weapons and light armor
Shadow Points: A shadowcrafter's ability to shape shadow is finite. Each usage costs shadow points. These points are restored with 8 hours of rest (like a sorcerer's spell slots).
Shadow Conjuration(su): A shadowcrafter can imitate any conjuration from the sor/wiz list up to the "max spell level" for his class level. The reality (see the shadow conjuration spell description) is given in the "conjuration reality" column. The save dc is 10 + imitated spell's level + cha mod. The point cost is the level of the imitated spell.
Shadow Tool(su): A shadowcrafter may form from raw shadow a single non-magical object small enough to lift with one hand. He must make a craft check or the object will be non-functional. The object remains so long as he concentrates on it. This ability costs 1 shadow point.
Darkness(su): A shadowcrafter may use the spell darkness for 2 shadow points.
Shadow Evocation(su): Like shadow conjuration, but for evocations and using the "evocation reality" column. Shadow Evocation cannot be used to create light.
Hide in Plain Sight(su): As shadowdancer
Shadow Magical Weapon +1(su): When a shadowcrafter uses the Shadow Tool power to create a masterwork weapon, he may spend an additional shadow point to make it a +1 weapon.
Shadow Jaunt(su): A shadowcrafter can teleport from a natural shadow to another natural shadow within 50 ft for 2 shadow points as a standard action.
Summon Shadow(su): A shadowcrafter can summon a shadow (the monster) as if by a Summon Nature's Ally spell for 3 shadow points.
Shadow Stride(su): Like Shadow Jaunt, but a move action
Shadow Magical Weapon +2 (adjustable)(su): When using Shadow Magical Weapon, a shadowcrafter may spent one more shadow point to either make a +2 weapon or add an enchantment with a +1 cost (e.g. shocking).
Shadow Blink(su): Like Shadow Jaunt, but a swift action
Summon Greater Shadow(su): Like Summon Shadow, but a Greater Shadow and costs 9 shadow points
Shadow Creature(su): A shadowcrafter at the peek of his art becomes a creature of shadow. He is treated as having the [shadow] subtype when it is beneficial to him. He also may planeshift himself and up to 5 allies to or from the plane of shadow for 1 shadow point.
Wow....... thank you............... This is amazing.
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Re: Request a Homebrew: Thread 2!
H781
Some time ago I happened to find some alternate rule for weapon proficiencies, that I quite liked, but never remembered to save it or link back to it, so I thought I would ask the nice people here for help.
If I remember right, that rule was based on giving classes a characteristic called a 'proficiency rating' (or something similar) based on their BAB/class (maybe an ability modifier too?) and then assigning similar scores to weapons ('complexity/skill/aptitude score'), so a character is proficient with all weapons whose complexity rating is equal to or lower than his proficiency rating.
Does anyone know where to find this rule? If so, I would be quite happy.
Thanks in advance.
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Re: Request a Homebrew: Thread 2!
R782
Requesting a Monster Class for Worm that Walks, essentially making it into a feasibly player character. Perhaps capitalizing and scaling the Engulf ability?
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Re: Request a Homebrew: Thread 2!
H782
Requirements:- Able to cast limited wish, polymorph any object, summon swarm, and sympathy
- Feat: Heighten Spell
- Alignment: evil
- Must perform the transformation ritual. This takes a full day and requires 10000gp of rare reagents. At sundown, the caster kills himself. Provided the body is not disturbed, it rises at the next dawn as a mass of worms.
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spellcasting
1st|0|0|0|2|Aberration conversion, immunities, discorporate|
2nd|1|0|0|3|Engulf 5, Frightful Presence (HD/4+Cha)|+1 level of existing arcane class
3rd|2|1|1|3|Awareness +1, Blindsight 15, Spell Resistance (HD)|+1 level of existing arcane class
4th|3|1|1|4|Vermin Messenger, Vermin Trance, Summon Swarm of Vermin|+1 level of existing arcane class
5th|3|1|1|4|Engulf 25|+1 level of existing arcane class
6th|4|2|2|5|Awareness +5, Blindsight 75|+1 level of existing arcane class
7th|5|2|2|5|Vermin Growth, Colossal Vermin, Insect Plague, Frightful Presence (HD/2+Cha), Spell Resistance (HD+13)|
8th|6|2|2|6|Engulf 100|+1 level of existing arcane class
9th|6|3|3|6|Awareness +20, Blindsight 300|+1 level of existing arcane class
10th|7|3|3|7|Vermin Shapes, Creeping Doom|+1 level of existing arcane class[/table]
HD: d8
Skills: 2+int
Class Skills: Concentration, Craft (any), Hide, Knowledge(any), Listen, Move Silently, Spellcraft, Survival
Most of the table should be self-explanatory (at least along with the monster description.
Aberration Conversion: Increase all previous hit dice to d8s with 3/4 BAB and good will saves (if they were better than this, leave them). Type becomes aberration.
Awareness: This is the benefit of thousands of little sense organs. Add this value to AC, Hide, Survival, Listen, and Move Silently checks.
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Re: Request a Homebrew: Thread 2!
R 783
I was hoping for a PrC of a spellcaster who specializes in the Servant Horde spell. I see the Str increasing as well as the skills improving (they are currently only able to perform skills with a DC up to 10). These two will increase each level.
Not sure about other class features though.
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Re: Request a Homebrew: Thread 2!
H 783
I love that spell.
Servant Commander
Requirements:
- Knows servant horde
- 8 ranks in any 2 of the following (both may be from the same category): craft (any), any dex based skill, any str based skill, disable device, forgery, perform or search
- The enlarge spell metamagic feat
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spellcasting
1st|0|0|0|2|Servant Power, Talented Servants|+1 level of existing arcane class
2nd|1|0|0|3|Faithful Servants|+1 level of existing arcane class
3rd|1|1|1|3||+1 level of existing arcane class
4th|2|1|1|4|Independent Servants|+1 level of existing arcane class
5th|2|1|1|4||+1 level of existing arcane class
6th|3|2|2|5|Diligent Servants|+1 level of existing arcane class
7th|3|2|2|5||+1 level of existing arcane class
8th|4|2|2|6|Formal Servants|+1 level of existing arcane class
9th|4|3|3|6||+1 level of existing arcane class
10th|5|3|3|7|Ghostly Servants|+1 level of existing arcane class
[/table]
Servant Power
Unseen servants you create (via servant horde, unseen servant or another spell) have a strength score equal to twice your Servant Commander level. It requires area damage equal to 1/4th your own maximum hitpoints to dissipate one of your unseen servants or 6 damage, whichever is greater (no save).
Talented Servants
Unseen servants you create may use your skill ranks to perform tasks, up to a maximum of your Servant Commander level plus 9. A servant's effective ability modifier for the purpose of these skills is equal to his strength modifier. Talented Servants applies only to the following skills: craft (any), any dex based skill, any str based skill, disable device, forgery, perform and search.
Faithful Servants
Unseen servant, servant horde and other spells you cast that create unseen servants and normally last 1 hour per caster level have a duration of 24 hours instead, if this is greater.
Independent Servants
Unseen servants you create remain in existence at any range, even if you move to another plane. However they still must be within the spell's range for you to issue new orders.
Diligent Servants
Unseen servants you create have a land speed of 30 feet. Additionally they may be targetted by spells that grant a form of movement that normally only target other creatures, such as spider climb or fly. Any benefits such a spell has beyond providing a form of movement has no effect on your unseen servant; not even enhancement bonuses to speed.
Formal Servants
Unseen servants you create may assume a humanoid form similar to your own race. They are still invisible, however they may wear items meant for a humanoid (which remain visible). You or another creature may create a disguise for one of your servants, at a -4 penalty for not having a gender nor age category, as if it were a humanoid of your race. It still lacks intelligence and may not speak nor make complicated decisions, which may foil the ruse. Your unseen servants gain no benefit from wearing magic items, though those that don't need to be worn to be effective and don't rely on command words might still be activated by the servant. This ability does *not* grant the servant other abilities such as the ability to fight in combat.
Ghostly Servants
Your unseen servants, along with any of their equipment up to their carrying capacity, may become ethereal at will to pass freely through walls. Activating or dismissing this ability is a standard action for the servant. This ability leaves something to be desired for scouting, since mindless servants are limited in their abilities to understand what they see or to communicate. However they might write down literal descriptions of what they see. They do not know the names of unusual creatures or objects.
In all cases it is a move action to direct an unseen servant to perform any task, as with the original spell, including tasks involving a special ability granted by this class.
Other comments: I tried to keep the abilities strictly limited to utility to limit the power so that there would be no lost spellcasting. Wizards also lose bonus feats, whereas sorcerers are forced into a permanent spell known and difficulty with skills. Both lose levels that could be put into other PrCs as well. In the end I decided it still required the payment of 1 more feat which I made enlarge spell, since it is mildly useful for servants.
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Re: Request a Homebrew: Thread 2!
R 783
A Monster class for Lanturn or Spiked Sea serpents (Dragon #345).
Barring that a Snake dragon?
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Re: Request a Homebrew: Thread 2!
R 784
A spell, probably high level but preferably not epic, which inflicts small amounts of ability burn, and maybe other effects, like temporary blindness or raw damage. Also preferably with a material component of autunite gems, which are probably expensive, since I sort of want to it to be radiation themed, as well as derived from a combination of elemental stuff from the Negative Energy Plane and Plane of Radiance, maybe, though that's just my personal opinion and can be ignored.
Thanks in advance, to whomever considers my request.